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Game title |
Version |
Latest Report |
Message |
PES FL 2022C |
v1.17.1 |
2024-05-19 |
Unknown GetPointer fefe5676 PC 0881606c LR 08816080 |
PES FL 2022C |
v1.17.1 |
2024-05-04 |
80630006=sceAtracSetDataAndGetID(09a4ec00, 00004000): invalid RIFF header |
PES FL 2022C |
v1.17.1 |
2024-02-25 |
Unknown GetPointer 00ffffff PC 08ee0020 LR 08ee0038 |
PES FL 2022C |
v1.17.1 |
2024-02-25 |
Unknown GetPointerWrite 01000065 PC 0892c4a0 LR 0892c4dc |
PES FL 2022C |
v1.10.1 |
2023-11-09 |
80630006=sceAtracSetDataAndGetID(09a25200, 00000800): invalid RIFF header |
PES FL 2022C |
v1.10.1 |
2023-11-09 |
Unknown GetPointer 00000000 PC 088287e0 LR 088287f0 |
PES FL 2022C |
v1.11.3 |
2023-11-05 |
Unknown GetPointer 00000000 PC 08a02a0c LR 08a1e5b0 |
PES FL 2022C |
v1.16.6 |
2023-11-04 |
Unknown GetPointer 00000000 PC 08a02a1c LR 08a1e5b0 |
PES FL 2022C |
v1.16.6 |
2023-11-04 |
Unknown GetPointerWrite ffffffff PC 08a02a1c LR 08a1e5b0 |
PES FL 2022C |
v1.16.6 |
2023-10-23 |
MFIC instruction hit (70020024) at 088ba5dc |
PES FL 2022C |
v1.15.4 |
2023-09-03 |
Unknown GetPointer 00000000 PC 088e2fe8 LR 088e2ff8 |
PES FL 2022C |
v1.15.4 |
2023-09-02 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=1, text=1 |
PES FL 2022C |
v1.15.4 |
2023-09-02 |
sceKernelLoadModule: unsupported options size=00000014, flags=0899a904, pos=0, access=1, data=1, text=1 |
PES FL 2022C |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 00004135 |
PES FL 2022C |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 000042bd |
PES FL 2022C |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 0000038e |
PES FL 2022C |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 0000033b |
PES FL 2022C |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 0000008e |
PES FL 2022C |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 0000013b |
PES FL 2022C |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 00000069 |
PES FL 2022C |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 00006377 |
PES FL 2022C |
v1.15.4 |
2023-08-18 |
MIPSCompileOp: Invalid instruction 00000001 |
PES FL 2022C |
v1.15.4 |
2023-08-12 |
ReadFromHardware: Invalid address fffffcfc near PC fffffcfc LR 08a3c160 |
PES FL 2022C |
v1.9.4 |
2023-07-16 |
Unknown syscall in known module 'ThreadManForKernel': 0x809ce29b |
PES FL 2022C |
v1.10.2 |
2023-07-06 |
__KernelStopThread: thread 376 does not exist |
PES FL 2022C |
v1.15.4 |
2023-06-22 |
00000400=sceGeEdramSetAddrTranslation(00000400) |
PES FL 2022C |
v1.14.4 |
2023-06-19 |
ReadFromHardware: Invalid address bfcbab00 near PC bfcbab00 LR 08a3c160 |
PES FL 2022C |
v1.15.4 |
2023-06-13 |
sceDmacMemcpy(dest=04154000, src=091f6230, size=557056): overlapping read |
PES FL 2022C |
v1.15.2 |
2023-05-29 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l3 rate 0000 |
PES FL 2022C |
v1.15.2 |
2023-05-29 |
sceMp3Init: invalid data: not layer 3 |
PES FL 2022C |
v1.11.3 |
2023-05-22 |
sceDmacMemcpy(dest=040cc000, src=0927e240, size=557056): overlapping read |
PES FL 2022C |
v1.11.3 |
2023-05-22 |
Unknown GetPointer 00000000 PC 0881f5a0 LR 08000020 |
PES FL 2022C |
v1.15.3 |
2023-05-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=deadbeef, pos=0, access=1, data=2, text=2 |
PES FL 2022C |
v1.15.3 |
2023-05-20 |
sceKernelLoadModule: unsupported options size=00000014, flags=09fbfaa4, pos=0, access=1, data=1, text=1 |
PES FL 2022C |
v1.14.4 |
2023-05-15 |
Vulkan error in shader compilation: info: ERROR: 0:38: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:0000000a THR C
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
PES FL 2022C |
v1.14.4 |
2023-05-15 |
Vulkan error in shader compilation: info: ERROR: 0:38: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:0000000a THR C Flat
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
PES FL 2022C |
v1.14.4 |
2023-05-15 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:0000001a THR C Tex Flat
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
PES FL 2022C |
v1.14.4 |
2023-05-15 |
Vulkan error in shader compilation: info: ERROR: 0:38: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:00000020 Flat Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_color0 = color0;
v_fogdepth = fog;
mat2 displayRotation = mat2(
u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0), u_rotation == 1.0 ? 1.0 : (u_rotation == 3.0 ? -1.0 : 0.0),
u_rotation == 3.0 ? 1.0 : (u_rotation == 1.0 ? -1.0 : 0.0), u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0)
);
vec4 pos = position;
pos.xy = mul(displayRotation, pos.xy);
vec4 outPos = pos;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
PES FL 2022C |
v1.14.4 |
2023-05-15 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:0000001a THR C Tex
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
PES FL 2022C |
v1.14.4 |
2023-05-15 |
Vulkan error in shader compilation: info: ERROR: 0:74: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 01000000:80000b30 HWX T N Tex Light: LightUberShader Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (std140, set = 0, binding = 4) uniform lightVars {
vec4 u_ambient;
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
uint u_lightControl; // light ubershader
vec3 u_lightpos0;
vec3 u_lightpos1;
vec3 u_lightpos2;
vec3 u_lightpos3;
vec3 u_lightdir0;
vec3 u_lightdir1;
vec3 u_lightdir2;
vec3 u_lightdir3;
vec3 u_lightatt0;
vec3 u_lightatt1;
vec3 u_lightatt2;
vec3 u_lightatt3;
vec4 u_lightangle_spotCoef0;
vec4 u_lightangle_spotCoef1;
vec4 u_lightangle_spotCoef2;
vec4 u_lightangle_spotCoef3;
vec3 u_lightambient0;
vec3 u_lightambient1;
vec3 u_lightambient2;
vec3 u_lightambient3;
vec3 u_lightdiffuse0;
vec3 u_lightdiffuse1;
vec3 u_lightdiffuse2;
vec3 u_lightdiffuse3;
vec3 u_lightspecular0;
vec3 u_lightspecular1;
vec3 u_lightspecular2;
vec3 u_lightspecular3;
};
layout (location = 0) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 1) in vec2 texcoord;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
if ((u_lightControl & 1u) != 0x0u) {
uint comp = (u_lightControl >> 0x04u) & 0x3u;
uint type = (u_lightControl >> 0x06u) & 0x3u;
if (type == 0x0u) {
toLight = u_lightpos0;
} else {
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
if (u_matspecular.a <= 0.0) {
ldot = 1.0;
} else {
ldot = pow(max(ldot, 0.0), u_matspecular.a);
}
}
switch (int(type)) {
case 1:
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
break;
case 2:
angle = length(u_lightdir0) == 0.0 ? 0.0 : dot(normalize(u_lightdir0), toLight);
if (angle >= u_lightangle_spotCoef0.x) {
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef0.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef0.y));
} else {
lightScale = 0.0;
}
break;
default:
lightScale = 1.0;
break;
}
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u) {
if (ldot >= 0.0) {
ldot = dot(normalize(toLig |
PES FL 2022C |
v1.14.4 |
2023-05-15 |
Vulkan error in shader compilation: info: ERROR: 0:39: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:00000938 HWX C T Tex Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
PES FL 2022C |
v1.14.4 |
2023-05-15 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:00000030 Tex Flat Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
mat2 displayRotation = mat2(
u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0), u_rotation == 1.0 ? 1.0 : (u_rotation == 3.0 ? -1.0 : 0.0),
u_rotation == 3.0 ? 1.0 : (u_rotation == 1.0 ? -1.0 : 0.0), u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0)
);
vec4 pos = position;
pos.xy = mul(displayRotation, pos.xy);
vec4 outPos = pos;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
PES FL 2022C |
v1.14.4 |
2023-05-15 |
Vulkan error in shader compilation: info: ERROR: 0:38: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:00000002 THR Flat
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
PES FL 2022C |
v1.14.4 |
2023-05-15 |
Vulkan error in shader compilation: info: ERROR: 0:37: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:00000128 HWX C Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (location = 0) in vec3 position;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
PES FL 2022C |
v1.14.4 |
2023-05-15 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:00000038 C Tex Flat Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
mat2 displayRotation = mat2(
u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0), u_rotation == 1.0 ? 1.0 : (u_rotation == 3.0 ? -1.0 : 0.0),
u_rotation == 3.0 ? 1.0 : (u_rotation == 1.0 ? -1.0 : 0.0), u_rotation == 0.0 ? 1.0 : (u_rotation == 2.0 ? -1.0 : 0.0)
);
vec4 pos = position;
pos.xy = mul(displayRotation, pos.xy);
vec4 outPos = pos;
if (u_depthRange.y >= 1.0) {
gl_ClipDistance[0] = outPos.z;
} else if (u_depthRange.x + u_depthRange.y <= 65534.0) {
gl_ClipDistance[0] = outPos.w - outPos.z;
} else {
gl_ClipDistance[0] = 0.0;
}
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_ClipDistance[1] = projZ * outPos.w + outPos.w + 0.000001;
if (u_cullRangeMin.w > 0.0) {
gl_CullDistance[0] = projPos.z - u_cullRangeMin.z;
gl_CullDistance[1] = u_cullRangeMax.z - projPos.z;
} else {
gl_CullDistance[0] = 0.0;
gl_CullDistance[1] = 0.0;
}
gl_Position = outPos;
}
|
PES FL 2022C |
v1.14.4 |
2023-05-15 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'gl_Position' : identifier not previously declared
ERROR: 1 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 40000000:00000012 THR Tex Flat
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
};
layout (location = 0) in vec4 position;
layout (location = 2) in float fog;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) flat out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
void main() {
v_texcoord = vec3(texcoord, 1.0);
v_color0 = color0;
v_fogdepth = fog;
vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));
gl_Position = outPos;
}
|
PES FL 2022C |
v1.14.4 |
2023-05-09 |
Replacement rowPitch=512, but w=1712 (level=0) |
PES FL 2022C |
v1.9.3 |
2023-05-04 |
Unknown GetPointer 00000000 PC 08a1b77c LR 08000030 |
PES FL 2022C |
v1.14.4 |
2023-11-07 |
80630006=sceAtracSetDataAndGetID(09a25200, 00003800): invalid RIFF header |
PES FL 2022C |
v1.14.4 |
2023-11-08 |
80630006=sceAtracSetDataAndGetID(09a25200, 00002800): invalid RIFF header |
PES FL 2022C |
v1.14.4 |
2023-05-01 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=00000000, pos=0, access=1, data=0, text=2 |
PES FL 2022C |
v1.14.4 |
2023-05-01 |
__KernelStopThread: thread 295 does not exist (helper deleted) |
PES FL 2022C |
v1.14.4 |
2023-05-01 |
Branch in branch delay slot at 0886ad51 with different target |
PES FL 2022C |
v1.14.4 |
2023-05-01 |
Branch in branch delay slot at 0886ad4d with different target |
PES FL 2022C |
v1.14.4 |
2023-05-01 |
Unknown GetPointer 00000020 PC 08815fb0 LR 08815fbc |
PES FL 2022C |
v1.14.4 |
2023-05-01 |
__KernelStopThread: thread 339 does not exist (helper deleted) |
PES FL 2022C |
v1.14.4 |
2023-04-30 |
Unknown GetPointer 9ac1fc3a PC 0884a908 LR 0884a928 |
PES FL 2022C |
v1.14.4 |
2023-04-30 |
__KernelStopThread: thread 324 does not exist (helper deleted) |
PES FL 2022C |
v1.14.4 |
2023-04-30 |
Replacement rowPitch=128, but w=2048 (level=0) |
PES FL 2022C |
v1.14.4 |
2023-05-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=2, text=2 |
PES FL 2022C |
v1.14.4 |
2023-05-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=7f800001, pos=0, access=1, data=1, text=1 |
PES FL 2022C |
v1.14.4 |
2023-05-01 |
sceKernelLoadModule: unsupported options size=00000014, flags=00000007, pos=0, access=1, data=2, text=2 |
PES FL 2022C |
v1.14.4 |
2023-04-23 |
__KernelStopThread: thread 335 does not exist (helper deleted) |
PES FL 2022C |
v1.14.4 |
2023-04-17 |
Replacement rowPitch=256, but w=4096 (level=0) |
PES FL 2022C |
v1.15.4 |
2023-09-02 |
sceKernelLoadModule: unsupported options size=00000014, flags=000001a4, pos=0, access=1, data=2, text=2 |
PES FL 2022C |
v1.14.2 |
2023-04-08 |
UI scissor out of bounds in GameSettingsScreen: 266,0-1324,720 / 1526,720 |
PES FL 2022C |
v1.14.4 |
2023-04-06 |
Unknown GetPointer 06781420 PC 0884a908 LR 0884a928 |
PES FL 2022C |
v1.14.4 |
2023-05-04 |
Replacement rowPitch=2048, but w=4096 (level=0) |
PES FL 2022C |
v1.14.4 |
2023-04-04 |
Replacement rowPitch=128, but w=7200 (level=0) |
PES FL 2022C |
v1.14.4 |
2023-04-02 |
Replacement rowPitch=256, but w=2000 (level=0) |
PES FL 2022C |
v1.14.4 |
2023-03-31 |
Unknown GetPointer 9d3826fe PC 0881c410 LR 0881c420 |
PES FL 2022C |
v1.14.4 |
2023-03-29 |
Replacement rowPitch=512, but w=3072 (level=0) |
PES FL 2022C |
v1.14.4 |
2023-03-27 |
Unknown GetPointer a8208801 PC 0884a908 LR 0884a928 |
PES FL 2022C |
v1.14.4 |
2023-03-26 |
Unknown GetPointer 3f3f3fff PC 08849a48 LR 0884a928 |
PES FL 2022C |
v1.14.4 |
2023-03-25 |
Replacement rowPitch=512, but w=3200 (level=0) |
PES FL 2022C |
v1.14.4-723-gf6573a4d7 |
2023-03-24 |
Unknown GetPointerWrite 00000000 PC 08a029d8 LR 08816144 |
PES FL 2022C |
v1.14.4 |
2023-03-24 |
Replacement rowPitch=256, but w=3200 (level=0) |
PES FL 2022C |
v1.14.4 |
2023-03-24 |
Replacement rowPitch=512, but w=736 (level=0) |
PES FL 2022C |
v1.9.4 |
2024-03-07 |
Unimplemented HLE function sceKernelFindModuleByUID |
PES FL 2022C |
v1.9.4 |
2024-04-25 |
Unknown syscall in known module 'SysMemForKernel': 0x3fc9ae6a |
PES FL 2022C |
v1.10.2 |
2023-03-16 |
sceKernelLoadModuleByID: unsupported options size=00000014, flags=08bc68c0, pos=0, access=1, data=2, text=2 |
PES FL 2022C |
v1.14.4 |
2023-03-15 |
80630006=sceAtracSetDataAndGetID(09c75150, 0001fff0): invalid RIFF header |
PES FL 2022C |
v1.14.4 |
2023-04-29 |
Replacement rowPitch=512, but w=2000 (level=0) |
PES FL 2022C |
v1.14.4 |
2023-03-09 |
Unknown GetPointer 39ff292a PC 08849a48 LR 0884a928 |
PES FL 2022C |
v1.14.4 |
2023-03-31 |
Replacement rowPitch=1024, but w=1808 (level=0) |
PES FL 2022C |
v1.14.4 |
2023-04-22 |
Replacement rowPitch=256, but w=2800 (level=0) |
PES FL 2022C |
v1.14.4 |
2023-03-08 |
Replacement rowPitch=256, but w=1600 (level=0) |
PES FL 2022C |
v1.14.4 |
2023-03-06 |
MIPSCompileOp: Invalid instruction 01010101 |
PES FL 2022C |
v1.14.4 |
2023-05-02 |
Replacement rowPitch=512, but w=6144 (level=0) |
PES FL 2022C |
v1.12.3 |
2023-03-06 |
Video out requested, not supported: mode=0 size=0,0 |
PES FL 2022C |
v1.12.3 |
2023-03-06 |
A save request is already running, not starting a new one |
PES FL 2022C |
v1.14.4 |
2023-03-11 |
Replacement rowPitch=128, but w=400 (level=0) |
PES FL 2022C |
v1.14.4 |
2023-05-14 |
__KernelStopThread: thread 337 does not exist (helper deleted) |
PES FL 2022C |
v1.17.1 |
2024-05-28 |
sceDmacMemcpy(dest=09054040, src=086ce8c0, size=1251136): overlapping read |
PES FL 2022C |
v1.17.1 |
2024-08-26 |
Unknown GetPointerWrite 00000000 PC 08808430 LR 08808448 |
PES FL 2022C |
v1.14.4 |
2023-02-18 |
Unknown GetPointer 00000500 PC 0881c410 LR 0881c420 |
PES FL 2022C |
v1.14.4 |
2023-04-29 |
Replacement rowPitch=512, but w=4000 (level=0) |
PES FL 2022C |
v1.14.4 |
2023-04-30 |
Replacement rowPitch=256, but w=400 (level=0) |
PES FL 2022C |
v1.14.4 |
2023-03-15 |
Replacement rowPitch=512, but w=1024 (level=0) |
PES FL 2022C |
v1.15.4 |
2023-08-05 |
Unknown GetPointer 00000000 PC 08849a48 LR 0884a928 |